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* Merge pull request #99123 from tygyh/Update-vulnerable-pluginsThaddeus Crews2024-11-131-1/+1
|\ | | | | | | Update JavaScript/Java plugins to solve known vulnerabilities
| * Update JavaScript/Java plugins to solve known vulnerabilitiesDr. Dystopia2024-11-121-1/+1
| | | | | | | | Done using the Snyk tool.
* | Android: Update exported app and editor themeAnish Mishra2024-11-081-1/+2
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* Enable automatic install of export apks for the Android editorFredia Huya-Kouadio2024-10-283-5/+17
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* Update the set of excluded permissions for the XR EditorFredia Huya-Kouadio2024-09-252-3/+3
| | | | A few permissions including the `USE_SCENE` permission are being renamed with the launch of the Meta Spatial SDK, so we update the excluded list to avoid requesting them on app start.
* Update the Android editor flavors to avoid vendor-specific referencesFredia Huya-Kouadio2024-09-137-7/+11
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* Merge pull request #96742 from m4gr3d/check_openxr_automatic_permissions_requestRémi Verschelde2024-09-122-7/+12
|\ | | | | | | [Android editor] Limit when OpenXR runtime permissions are requested
| * Only request OpenXR permissions for a XR game running off the Android editor ↵Fredia Huya-Kouadio2024-09-112-7/+12
| | | | | | | | when the `xr/openxr/extensions/automatically_request_runtime_permissions` project setting is enabled
* | Disable some editor settings by default in the XR Editordevloglogan2024-09-091-0/+8
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* Improve support for XR projectsFredia Huya-Kouadio2024-09-069-59/+454
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* Update the options for launching the Play window in PiP modeFredia Huya-Kouadio2024-08-302-7/+19
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* Merge pull request #96208 from m4gr3d/cleanup_immersive_logicRémi Verschelde2024-08-303-6/+28
|\ | | | | | | Restore fullscreen toggle menu for the Android editor and clean up the immersive mode logic
| * Restore 'Toggle fullscreen' menu for the Android editor and clean up the ↵Fredia Huya-Kouadio2024-08-283-6/+28
| | | | | | | | immersive mode logic
* | Merge pull request #96254 from raulsntos/android/keyStore.isEmpty()Rémi Verschelde2024-08-291-1/+1
|\ \ | |/ |/| | | [Android] Check if `keyStore` path is empty
| * [Android] Check if keyStore path is emptyRaul Santos2024-08-281-1/+1
| | | | | | | | In `godot-build-scripts`, the default `config.sh` sets `GODOT_ANDROID_SIGN_KEYSTORE` to an empty string but we were only checking if it's null.
* | Add support for launching the Play window in PiP modeFredia Huya-Kouadio2024-08-2819-41/+525
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* | Add support to the Android editor for signing and verifying Android apksFredia Huya-Kouadio2024-08-26122-0/+31160
| | | | | | | | - Apk signing and verification is enabled using the apksig library from https://android.googlesource.com/platform/tools/apksig/+/ac5cbb07d87cc342fcf07715857a812305d69888
* | Update the `GodotHost` interface to support signing and verifying Android apksFredia Huya-Kouadio2024-08-261-0/+0
|/ | | | | | Update the export logic to enable apk generation and signing for Android editor builds Note: Only legacy builds are supported. Gradle builds are not supported at this point in time.
* Fix the cleanup logic for the Android render threadFredia Huya-Kouadio2024-07-241-1/+8
| | | | | | | | | | | | | | | On Android the exit logic goes through `Godot#onDestroy()` who attempts to cleanup the engine using the following code: ``` runOnRenderThread { GodotLib.ondestroy() forceQuit() } ``` The issue however is that by the time we ran this code, the render thread has already been paused (but not yet destroyed), and thus `GodotLib.ondestroy()` and `forceQuit()` which are scheduled on the render thread are not executed. To address this, we instead explicitly request the render thread to exit and block until it does. As part of it exit logic, the render thread has been updated to properly destroy and clean the native instance of the Godot engine, resolving the issue.
* Cleanup Android input on render thread settingsFredia Huya-Kouadio2024-07-092-16/+0
| | | | | | | Follow up to https://github.com/godotengine/godot/pull/93933 Clean up the set of settings use to control whether Android input should be dispatched on the render thread. Addresses comments in https://github.com/godotengine/godot/pull/93933#issuecomment-2210437977
* Fix ANRs reported by the Google Play ConsoleFredia Huya-Kouadio2024-07-042-2/+20
| | | | | | - Add support for dispatching input on the render thread (UI thread is the current default) when `input_buffering` and `accumulated_input` are disabled. At the expense of latency, this helps prevent 'heavy' applications / games from blocking the UI thread (the default behavior) which may cause the application to ANR. - Remove GLSurfaceView logic causing the UI thread to wait on the GL thread during lifecycle events. The removed logic would cause the UI thread to ANR when the GL thread is blocked.
* Fix crashes reported by the Google Play ConsoleFredia Huya-Kouadio2024-07-041-1/+1
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* Configure the splash screen for the Android editorFredia Huya-Kouadio2024-06-109-29/+84
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* Consolidate the ProjectManager and Editor windows into a single Android ↵Fredia Huya-Kouadio2024-06-023-98/+99
| | | | Activity class.
* Style: Trim trailing whitespace and ensure newline at EOFRémi Verschelde2024-05-081-1/+0
| | | | Found by apply the file_format checks again via #91597.
* Remove redundant semicolons from Kotlin/gradle filesmelquiadess2024-04-022-2/+2
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* Update Android dependencies for the projectFredia Huya-Kouadio2024-01-182-5/+13
| | | | | | | | | | - Update Android gradle plugin version from 7.2.1 to 8.2.0 - Update gradle version from 7.4.2 to 8.2 - Update target SDK from 33 to 34 - Update build tools version from 33.0.2 to 34.0.0 - Update kotlin version from 1.7.0 to 1.9.20 - Update Android fragment version from 1.3.6 to 1.6.2 - Update AndroidX window version from 1.0.0 to 1.2.0
* Disable automatic permissions requestFredia Huya-Kouadio2024-01-111-0/+4
| | | | | The feature was added in Godot 4.2, but it goes against recommended best practices for permissions request, as such it's being reverted. In its place, developers now have to explicitly request the permissions they need to access.
* Fix an issue causing the running project window to loop-restart when closed ↵Fredia Huya-Kouadio2023-11-271-10/+3
| | | | with the back button
* Fix Android editor crash issueFredia Huya-Kouadio2023-11-031-3/+3
| | | | Fix issue causing the Android editor to crash when pressing back from a running project
* Add support for the OpenXR Eye gaze interaction extensionBastiaan Olij2023-10-021-4/+0
| | | | Co-authored-by: Bastiaan Olij <mux213@gmail.com>
* Merge pull request #78908 from zorbathut/pr_gitignoreRémi Verschelde2023-08-291-0/+1
|\ | | | | | | Add static check for overzealous .gitignores and fix an example of such.
| * Fix: incorrectly .gitignored files.Ben Rog-Wilhelm2023-07-011-0/+1
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* | Add export setting to control whether to show the Godot app in the app libraryFredia Huya-Kouadio2023-08-131-0/+1
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* | Godot Android re-architectureFredia Huya-Kouadio2023-07-161-4/+4
|/ | | | Decouples the Godot java entry point from the Android Fragment component. This enables the Godot component to be more easily reused across different types of Android components including Activities and Services.
* Add parameters for the Godot Activity starting intent to allow restarting or ↵Fredia Huya-Kouadio2023-06-151-22/+5
| | | | | | force-quitting the engine Follow-up code cleanup for https://github.com/godotengine/godot/pull/78129
* Fix issue causing the last edited project to open while switching to another ↵Fredia Huya-Kouadio2023-06-112-16/+58
| | | | | | one. Fixes https://github.com/godotengine/godot/issues/76562
* Add setting to control the window used to run the project for the Android editorFredia Huya-Kouadio2023-06-071-2/+31
| | | | | | | | The follow options were added to the (new) `run/window_placement/android_window` editor setting: - `Same as Editor`: run the project in the same window as the editor - `Side-by-side with Editor`: run the project in an adjacent window to the editor - `Auto`: choose how to run the project based on the device screen size
* Fix issue causing the Android editor to crash when creating a new ↵Fredia Huya-Kouadio2023-05-314-2/+29
| | | | | | AudioStreamMicrophone Fixes https://github.com/godotengine/godot/issues/73801
* Merge pull request #74569 from m4gr3d/setup_play_store_builds_mainRémi Verschelde2023-05-242-27/+69
|\ | | | | | | Update the gradle build tasks to generate play store builds
| * Update the gradle build tasks to generate play store builds.Fredia Huya-Kouadio2023-04-272-27/+69
| | | | | | | | Configure the gradle builds to sign and build the release version of the Godot Android Editor
* | Improve startup benchmarkingFredia Huya-Kouadio2023-05-231-0/+3
|/ | | | Move the benchmarking measuring methods from `Engine` to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
* Enable granular control of touchscreen related settingsFredia Huya-Kouadio2023-02-221-6/+17
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* Downgrade the vulkan abort logic to a warningFredia Huya-Kouadio2023-02-071-1/+1
| | | | This addresses issues where some drivers are reporting they don't meet the vulkan hardware level 1 support requirements even though they render as expected when the check is removed.
* Fix the issue causing the Godot Android Editor to crash when returning from ↵Fredia Huya-Kouadio2023-01-261-5/+45
| | | | | | | the launched and running game The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash. This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
* Update the Godot Android Editor name from `Godot Editor 4.x` to `Godot ↵Fredia Huya-Kouadio2023-01-232-2/+2
| | | | Editor v4`
* One Copyright Update to rule them allRémi Verschelde2023-01-053-87/+87
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Add boot splash for the Godot Android EditorFredia Huya-Kouadio2022-12-162-5/+8
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* Enable GLES3 on Androidclayjohn2022-11-291-1/+1
| | | | | | | | | | Add necessary build flags and switch from using a GLES2 context to a GLES3 one. This also enables building for OpenXR Co-authored-by: m4gr3d <fhuyakou@gmail.com> Co-authored-by: dsnopek <dsnopek@gmail.com>
* Fix 'save & restart' logic for the Android EditorFredia Huya-Kouadio2022-11-161-3/+16
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